Alexandre Lindsay, Male Human [Permalink]
Personal [hide]
Description: He wears a tan collared shirt and white pants. He accessorizes with a brown scarf around the waist and a strap diagonally across his shirt. He has a moderate pudge and is not very fit. His red hair is thinning but still full. His brown unseeing eyes seem to look past you.
Personality: Prone to second guessing himself, he comes off as nervous. He disdains his fellow southerners, claiming they make him look unintelligent just for using an accent.
History: Alexandre was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. While he appears to be a normal Human, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: Seeks redemption.
Flaws: Disease, Shy, Insane. Bonds: Immigrant, Poor. Occupation: Sailor
Voice: Raspy
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 1)
Armor Class 10
Hit Points 6 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 11 (+0) | 16 (+3) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Auran, Celestial, Draconic
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 90 gp.
Arannis Meliamne, Male Elf [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he is constantly adorned with expensive silk clothing, often dyed in bright green and brown, and wears rings and necklaces with large, colorful gems. His hair is white and curly. His eyes are amber and catlike.
Personality: He acts crazy and hedonistic. He is a very good compulsive liar and kleptomaniac.
History: Arannis was born in the west. At a young age he loved to build and create. Being born in the west, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the west for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way north. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: A need for knowledge about a nearby landmark; and regain custody of his daughter
Ideals: Persistence. Flaws: Hedonist. Bonds: Rich, Criminal record, Family, Adventurer. Occupation: Sailor
Voice: Jamaican accent
Attributes [hide]
Medium (5'5") Elf, Chaotic Evil (CR 3)
Armor Class 14
Hit Points 13 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 18 (+4) | 11 (+0) | 13 (+1) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Elven, Goblin
Attacks Melee +3 / 1d8+1, Ranged +6 / 1d8+4, Grapple +4
Possessions: 300 gp. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon.
Jabbie Dunben, Male Gnome [Permalink]
Personal [hide]
Description: He is lean but muscular and dresses in green turtlenecks beneath a grey coat with white slacks. His blonde hair is braided into rings. His violet eyes dart from person to person to random spaces in the air.
Personality: Jabbie wants to be seen as a stoic, levelheaded, noble Aristocrat, so he tries to act the part. He does a good job, for the most part... He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: Trained by his father for as long as he can remember he had it drilled in his head that it was his duty to serve his country. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: To clean up the streets; and he'd like to take his coworkers down a peg
Ideals: Disciplined. Flaws: Shy. Bonds: Military, Job, Guardian. Occupation: Animal Trainer
Voice: Forgets to breathe while speaking
Attributes [hide]
Small (3'5") Gnome, Lawful Good (CR 4)
Armor Class 13
Hit Points 27 (4d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 13 (+1) | 13 (+1) | 17 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Gnome, Infernal
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 20 pp. Tiger eye turquoise (13 gp). Freshwater pearl (13 gp). Sardonyx (40 gp). Onyx (40 gp).
Trey Clapham, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he is dressed in earthy colors with a black and green handkerchief worn on his left side. He wears a top hat to hide his balding. His eyes are violet and catlike.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Trey hails from a village terrorized by goblins. A gypsy cursed him at a young age, leading to his ugly appearance. He has taken up leadership of the village's small militia in response to goblins demanding more tribute than usual.
Motivation: Many goblins want him driven away.
Ideals: Joker. Flaws: Ugly, Cynical. Bonds: Poor, Enemies. Occupation: Locksmith
Voice: Sleepy voice
Attributes [hide]
Medium (5'8") Human, Chaotic Evil (CR 8)
Armor Class 12
Hit Points 21 (8d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 10 (+0) | 16 (+3) | 20 (+5) | 14 (+2) |
Senses Passive Perception 15
Languages Common, Sylvan, Draconic, Auran
Attacks Melee +5 / 2d10+2, Ranged +5 / 2d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 6 | 6 | 6 | 5 | 3 | 0 | 0 |
Possessions: 1300 gp. Blue quartz (5 gp). Onyx (60 gp). Golden yellow topaz (1300 gp). Carnelian (60 gp). Chrysoberyl (150 gp). Smoky quartz (60 gp).
Oppleby Quillsharpener, Male Gnome [Permalink]
Personal [hide]
Description: This man is unhealthily muscled, almost every single one of his veins is visible when he is not flexing. His shirts and pants tend to be short and undersized for him due to the difficulty of finding a good tailor. He is bald on top and has large chestnut tufts of hair around his ears. He is missing an eye and his face is severely sunburned. His one remaining eye shines gray.
Personality: He is a very happy person and has lots of energy. To put it simply, he's a very lovable idiot. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Born to a pair of adventurers, Oppleby grew up listening to his mother's many stories. From there he went from mercenary job to mercenary job. He now travels the world, in search of power and loot.
Motivation: He wants to meet his childhood hero; and obtaining odd cultural gnomish artifacts is his passion
Ideals: Fighting, Athletic, Optimist. Flaws: Ugly. Bonds: Adventurer. Occupation: Interpreter
Voice: Speaks with squeezed throat
Attributes [hide]
Small (3'6") Gnome, Chaotic Good (CR 4)
Armor Class 12
Hit Points 19 (4d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 14 (+2) | 13 (+1) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Gnome, Abyssal
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +2
Possessions: 30000 cp. 1 Masterwork Thieves’ tools. 1 Silk rope. 1 Superior lock.
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